durgldeep, wow you are really good, you sure have anatomy down in your bank, awesome. Page TEN yey!

the theme is going slow over at cgsociety, seems like I am the only one posting bathroom stuff lol. ..Hmm maybe a boring topic.
I added some stuff to the hand basin for fun, might add some more and finish the scene.....

+ bath tub, 15 minutes
+ mirror cabinet, 5 minutes

rather speedy objects, they don't stand for a close up shot.
On the other hand btw the render took 2 hours, hah so much for cycles, damn samples takes forever. If anyone of you understand the CPU to GPU settings I would appreciate some lessons.

Thanks whom, long way to go yet - but I think I'm kidding myself (still) that I
have to master everything. John Seymour (again): "How much is enough?"

Blender is a 'high end'/professional program - but I'm not a professional, just a
Joe who wants to do a story.

whom wrote:

On the other hand btw the render took 2 hours, hah so much for cycles, damn samples takes forever.

That's a useful aside. Been wondering about render times for simple subjects.
Still haven't checked out Blender's 'gaming' interface; that might be more my
speed (something half way between SU and 'high end'?). Seems each new
discovery (see cube, above) is conspiring in that direction anyhow.

Thanks whom, long way to go yet - but I think I'm kidding myself (still) that I
have to master everything. John Seymour (again): "How much is enough?"

Blender is a 'high end'/professional program - but I'm not a professional, just a
Joe who wants to do a story.

whom wrote:

On the other hand btw the render took 2 hours, hah so much for cycles, damn samples takes forever.

That's a useful aside. Been wondering about render times for simple subjects.
Still haven't checked out Blender's 'gaming' interface; that might be more my
speed (something half way between SU and 'high end'?). Seems each new
discovery (see cube, above) is conspiring in that direction anyhow.

Got some help regarding GPU rendering over at Cgsociety, apparently my graphics card doesn't have support for GPU rendering at this time. they talked about a MINgw build over at graphicall to cut render times into half. I feel I have started to focus more on modeling than to do fancy renders at the moment, better spent time on practise, well hopfeully lol.

You know about that Swedish guy who created Sculptris right? Got hired by pixologic some two years ago and hence no updates on Sculptris, might not be either. I wish there was support to pose objects in Sculptris.
I heard that there is in Zbrush....
Wish I could afford a copy.....

I talked about posing previously but I meant rigging the character so that you can animate it, that stuff messes with my head eventhough I have made half succesful stuff with it, well maybe....

Still taming Sculptris - *cracks whip*
Back to tiling/landscapes (still with an eye on Sketchup), hexagons should
fix a couple things, including trangle glut (not everyone's machine can
handle triangle/quad mania (mine's middle of the road)).

Below, SU hexagon imported via Blender. Duplcate and, with a bit of Detail
enabled touch the second one (near middle) with the grab tool ("Global"
and "Limit" turned off); subdivides beautifully, ie. not a linear SU/SC
plane. Grand total of 52 triangles. Grab/move single vertexes and u've got
the beginning of an asymmetrical landscape element.
[Edit: changed above Global/Limit details a couple times; got it right this time.]

Wondered if I could simplify/speed up the design process (see whom's
model, page eight). Sculptris, 276 triangles, sharp edges (the other reason
to do it). SC fights u every step of the way, even with options turned off (as
above) but still faster than SU and maybe Blender too (in SC moving
vertexes is the only option, no decisions/switching required).

Wondered if I could simplify/speed up the design process (see whom's
model, page eight). Sculptris, 276 triangles, sharp edges (the other reason
to do it). SC fights u every step of the way, even with options turned off (as
above) but still faster than SU and maybe Blender too (in SC moving
vertexes is the only option, no decisions/switching required).

Was that imported too? Looks real good, how does it work if you wanna do cavities and add detail? Sorry not much 3d from my side lately, gonna do some 3d for the weekend for real.....

whom, sketched in sculptris and imported into SU yeah. I think cavities would
be tough in SC, easier in SU for sure (detail too). We'll see what happens with
the second one (want to sketch a bunch of vehicles so I need a method that's
fast)...

Full skeleton is coming along, progress shot (proportions/alignments are all
off):

Made a diamond shaped handle grip to show someone over at cgsociety how to simplify the grip for a flashlight, especially if one wanna use arrays and stuff.
Anyway, played around a little with the shape and experimented some with lights and a mix of shaders; nothing special........
could maybe be useful for dragons scales?

Re rigging, found a couple watchable tutorials, one for rigging/skinning one
for animation. Blender v2.5 but gives a good idea of what's involved (lots
for 2.6 on YT, people can find whatever suits them).

The other useful example is the model: triangles and quads but mostly
triangles (see screen grab below): partly what I was 'thinking' when doing
the plane (above). Just spent a couple hours on a quad-based mesh (didn't
get past the nose)... think I'll stick to triangles (and a couple quads to
appease the Blender gods).

Im playing with Sculptris and Blender for a while. I dont think that I post something made by Blender very soon though I can do some quickies with Sculptris.

Blender reminds me of Lightwave so the transition was made easier than I thought. My goal is to be able make a cool car, realistic one ...someday. I have to go through the whole thread to learn some new things.

Durgledeep, awesome experiment with airplane, it gives idea how to make an object then export to blender. A pro can make that about fast in Blender though but for me, beginner, to start in Sculptris is so much easier ,it is like working on clay, with hands. Skipping to deal with boring switch modes between vertex, faces etc.

"Beginner" is an interesting word. We can have lots of ability/talent (in
sculpting or whatever), the program either gets in the way of that or it
doesn't - I think the worst ones are like typing with broomsticks (from
across the room): absurd.

Couldn't resist the 'all-quad challenge' (why does that sound sporty...). Here's
one way (not sure it's the best way) to deal with an isolated triangle: starting in
the middle of any one side, use the Knife tool (short cut = K) to cut a single line
(see below). The triangle's now a quad - and your friends will scorn you no
longer.

Blocking for cervical spine (mostly copies, obviously). Speeding just to get it
done, will tweak later (if/when). Looks too tidy atm... Ends of spines aren't
closed (only way to make holes in Sculptris; easily closed in Blender).

Awesome/fascinating(/challenging) geometry/shapes in a skeleton. Glad I
stopped to do it.

Been working on alignment stuff (how it affects external form/pose) so nothing
new to show - it all looks the same?

Been a bit of discussion (elsewhere) about solo/collaborative work, ie. paint is
mostly a solo effort (see the evidence) and 3d tends to be collaborative - if u
don't believe that, go ahead and try it? Hehe.

Found two maybe impressive shorts (maybe old news by now), solo (wow...)
and duo:

Almost like someone pulled the plug on the forum during the summer, strange...
Hey durgldeep I bet we post more pm's to eachother than what there have been posts in the forum lately.

Started to look a little bit more on the game engine today, gonna try to follow tutorials and then do the same. It is gonna be an excessive project for sure but worthy in the end.
Í already succesfully exported an exe file as a standalone game, not much happening in the game yet though but the cube can move back and forth and collide with the walls, managed to add a"motion" as a jump too.

Hey durgldeep, I found a new toy in Blender you should check it up. It's a plugin called Cloud Generator, have started some experiments with it but it only works for the old internal render....
You activate it from the add ons (object)....

Hey durgldeep, I found a new toy in Blender you should check it up. It's a plugin called Cloud Generator, have started some experiments with it but it only works for the old internal render....
You activate it from the add ons (object)....

Hmmmm, I think u overestimate my technical savvy? I'm just a "dumb
artist type". I agree that messing around with basic stuff can
produce unexpected results/discoveries so that's what I do.

Would be great to see more landscapes (like that mountain, previous
page). Maybe demo the Cloud Generator?

i'm not that technical either and lol now come to think about it I am not sure I am that artistic either lmao, ah anyway I just enjoy to mess around with settings and in blender there are lots of those different settings.

Wow inspirational clouds, I didn't have time to mess around with shapes yesterday but will be sure to mess around with that more. Lots of help to make easy clouds cause that usually takes a lot of time...
I made something quick when I saw yours durgldeep.

durgldeep, If you press space bar in the work space in Blender and type "quick" in the search bar you get different quick settings for fur, explode and stuff..... don't think there's fire yet though.... Maybe you knew about that?

Knew about the space bar but not about "quick"; thanks. Lots of shortcuts
in that vid (above)... I tend to be more hands-on, I guess (disagree with a
lot of his methods and short cuts, meh). otoh doing *everything* in a
single program (no imported textures, etc.) is very appealing (have I said
this before?).

At least I gotta see how much Blender detail my CPU (or GPU) can handle.
That means a test run, of course.
--------------

Quote:

now come to think about it I am not sure I am that artistic either lmao

Think I got the tree thing sorted (no luck in Sculptris): simplicity helps a lot.
'Box modeled' (default cube) and one subdivision (modifier). Branches in the
Blender models are detached... still finding what works for me.